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renderer/opengl: do not need to convert
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@ -114,52 +114,12 @@ pub const Image = union(enum) {
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};
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};
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}
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}
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/// Converts the image data to a format that can be uploaded to the GPU.
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/// If the data is already in a format that can be uploaded, this is a
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/// no-op.
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pub fn convert(self: *Image, alloc: Allocator) !void {
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switch (self.*) {
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.ready,
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.unload_pending,
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.unload_ready,
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=> unreachable, // invalid
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.pending_rgba => {}, // ready
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// RGB needs to be converted to RGBA because Metal textures
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// don't support RGB.
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.pending_rgb => |*p| {
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// Note: this is the slowest possible way to do this...
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const data = p.dataSlice(3);
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const pixels = data.len / 3;
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var rgba = try alloc.alloc(u8, pixels * 4);
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errdefer alloc.free(rgba);
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var i: usize = 0;
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while (i < pixels) : (i += 1) {
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const data_i = i * 3;
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const rgba_i = i * 4;
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rgba[rgba_i] = data[data_i];
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rgba[rgba_i + 1] = data[data_i + 1];
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rgba[rgba_i + 2] = data[data_i + 2];
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rgba[rgba_i + 3] = 255;
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}
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alloc.free(data);
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p.data = rgba.ptr;
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self.* = .{ .pending_rgba = p.* };
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},
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}
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}
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/// Upload the pending image to the GPU and change the state of this
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/// Upload the pending image to the GPU and change the state of this
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/// image to ready.
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/// image to ready.
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pub fn upload(
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pub fn upload(
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self: *Image,
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self: *Image,
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alloc: Allocator,
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alloc: Allocator,
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) !void {
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) !void {
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// Convert our data if we have to
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try self.convert(alloc);
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// Get our pending info
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// Get our pending info
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const p = self.pending().?;
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const p = self.pending().?;
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